Author Topic: Uncle Kitties Evil Bad Spookity Critters  (Read 106476 times)

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Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #280 on: August 06, 2010, 09:59:48 PM »
Oooooh...  :smirk

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #281 on: August 11, 2010, 05:06:07 AM »
So what do you think of the Chordewas Devour SOul ability as written?

jojolagger

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #282 on: August 11, 2010, 05:21:36 AM »
So what do you think of the Chordewas Devour SOul ability as written?
Make it like one month or one year.
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bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #283 on: August 12, 2010, 04:35:22 AM »
OK I finished up Chordewa.  If you think CR 6 is fair I'll do another critter.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #284 on: August 19, 2010, 03:49:22 AM »
http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

Wormfish
                      Tiny Aberration
Hit Dice:             1d8+1 (5 hp)
Initiative:           +2
Speed:                Swim 20' ft. (4 squares)
Armor Class:          15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +0/-12
Attack:               Bore +2 melee touch (1d3-3)
Full Attack:          Bore +2 melee touch (1d3-3)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Bore
Special Qualities:    Blindsight 20', Blind, Mindless
Saves:                Fort +1, Ref +2, Will +2
Abilities:            Str 3, Dex 15, Con 13, Int -, Wis 14, Cha 1
Skills:               Hide +14, Move Silently +6, Swim +4
Feats:                Weapon Finesse
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             None
Alignment:           Usually Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

"Hey Burt! You wanna go fishin'?"

"Have you looked in the local Lake Abner?"

Womfish are hideous parasites from the Far Realms that proved adaptable enough to live in the waters of other worlds.  They are a plague wherever the Far Realm touches another Plane of existence.  The Wormfish breed quickly, and can wipe out entire species.

Bore (Ex): With a successful Bore attack the Wormfish does normal damage plus 1 point of temporary Constitution damage (it is full at 3 Con).  The danger is that during the breeding season it also deposits possibly dozens of eggs.  Remove Disease will destroy the eggs, but otherwise treat it like a disease:

Bore-Fortitude DC 12 (Save DC is Con based), incubation period 1d3 days, damage is 1d3 Str.  Save DC is Constitution based.  After 3 days whether the symptoms (i.e. the Str loss) clear up or not, dozens of Wormfish bore through the wound doing 2d6 points of damage.


Blind (Ex): Wormfish have no eyes and are immune to attacks that Blind them by means of darkness, flashes of light, sand to the face, etc.

Skills: Wormfish have a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.  They may use the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus to Hide and Move Silently Checks.

Combat:  Wormfish usually make hit and run attacks until they are full.  A few aren't a problem, it's when there's lots of them or it's mating season that they're dangerous.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #285 on: August 20, 2010, 05:03:34 AM »
http://www.whiterosesgarden.com/Vampyres/VAMP_world_myths/VAMP_native-south-american/VAMP_civatateo.htm

http://en.wikipedia.org/wiki/Cihuateteo

http://www.vampires.com/the-civatateo/

http://everything2.com/title/Civatateo

Civatateo
                      Medium Undead
Hit Dice:             8d8 (36 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          <#> (+3 Dex, ), touch <#>, flat-footed <#>
Base Attack/Grapple:  +4/+5
Attack:               Claw +x melee (1d4+1)
Full Attack:          2 Claws +x melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Curse, Seduction, Priestly Powers
Special Qualities:    Dark Vision 60', Undead traits, Weaknesses, Broom Riding, Birth Vampires
Saves:                Fort +2, Ref +5, Will +10
Abilities:            Str 12, Dex 16, Con -, Int 16, Wis 18, Cha 18
Skills:               Bluff +12, Diplomacy +12, Intimidate +12, Knowledge (Local, Nobility, Religion) +11, Listen +11, Sense Motive +12, Spellcraft +10, Spot +11
Feats:                
Environment:          Any Warm except Aquatic or Marsh
Organization:         Single, Pair, or Coven (3-13)
Challenge Rating:    
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class (usually Cleric)
Level Adjustment:     ---

The Civatateo were Aztec noble women who died in childbirth, and returned for revenge.  They are sometimes said to serve Tezcatlipoca and Tlazolteotl, but mostly they haunt crossroads seducing men to spawn more monsters or cursing young children with epilepsy, disease, paralysis, and madness.  They appear as withered hags covered in white chalk whose shredded clothes are written on in glyphs.  Sometimes they are also said to resemble shriveled, dessicated birds.  

Curse (Su): The Civatateo hate and despise children.  At will they can curse any Humanoid that has not reached the age of Adulthood as long as hey are within 60'.  If the child misses a DC 18 Willpower Save the Civatateo can use one of the following spells on it: Contagion, or Insanity.  These effects can only be removed by Remove Curse, Miracle, or Wish.  They may also cause the child to be Paralyzed until the curse is broken, or suffer from Epilepsy.  The effects of Epilepsy are as follows: Anytime the victim is stressed out (this is up to the DM) he or she must make a DC 25 Willpower Save, or drop anything held, fall prone, and become Paralyzed for 1d6 rounds.

Seduction (Su): Any man viewing a Civatateo must make a DC 18 Willpower Save or see her as a ravishingly beautiful young woman whom he must procreate with (and he will do whatever is necessary to ensure this act happens).  Afterwards the Civatateo can let him go for future rendezvous, but usually they just eat them.  Opponents who succeed in making this Save are immune to this Civatateo's Seduction ability for 24 hours.

Priestly Powers: Civatateo can cast spells as a Cleric whose level equals their HD.  Tezcatlipoca's Domains are Chaos, Evil, Magic, Knowledge, and Trickery.  Tlazolteotl's Domains are Chaos, Decay, Evil, Purification, andTrickery

Weaknesses (Ex): Civatateo exposed to sunlight must make a DC 20 Fortitude Save each round of exposure or die.  Even if they make the Save they still lose 2d6 hp.

Broom Riding (Su): Civatateo can use brooms as a focus for flying.  Any Civatateo holding a broom gains a Fly Speed of 60, Good.

Birth Vampires (Su) Civatateo can become pregnant by living humanoids and give birth to vampire children (treat the human children as having the Vampire Spawn template).

Combat: Civatateo rarely initiate combat.  They will seduce men, and curse children.  Only women are murdered outright (and men once they outlive heir usefulness).  The Civatateo prefer to claw victims to death before ripping them open to drink their blood.  But if that fails they have their spells to fall back on.

work in progress
« Last Edit: September 20, 2010, 05:42:06 AM by bhu »

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #286 on: August 22, 2010, 03:11:46 AM »
http://en.wikipedia.org/wiki/Shadow_people

http://paranormal.about.com/od/trueghoststories/a/shadow-people.htm

http://www.shadowpeople.org/

http://the-psychic-detective.com/Shadow-People.htm

http://www.monstropedia.org/index.php?title=Shadow_people


Shadow People
                      Medium Aberration (Evil, Incorporeal)
Hit Dice:             4d8+4 (22 hp)
Initiative:           +7
Speed:                50 ft. (10 squares)
Armor Class:          16 (+3 Dex, +3 Deflection), touch 16, flat-footed 13
Base Attack/Grapple:  +3/+4
Attack:               Grab +6 melee touch (Grapple)
Full Attack:          Grab +6 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Frightful Presence, Manifestation, Grab
Special Qualities:    See in Darkness, Shadow Form
Saves:                Fort +2, Ref +4, Will +5
Abilities:            Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 16
Skills:               Hide +7, Intimidate +7, Knowledge (Arcana, The Planes) +3, Listen +4, Move Silently +7, Spot +3
Feats:                Ability Focus (Frightful Presence), Improved Initiative
Environment:          Any
Organization:         Solitary or Pair
Challenge Rating:    2
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---


"I Don't like this place.  The shadows move, and I see shadows sometimes that have no owners to cast them.."

Shadow Folk are unknown intangible beings made of Shadow (in DnD they would likely come from the Plane of Shadow.  If so give them the Extraplanar Subtype).  What they want, how or if they can communicate, and what their purposes are aren't known to anyone.  But some of them do have a thing for murder...

Frightful Presence (Su): Whenever the Shadow Folk charges or moves any living opponent with less Hit Dice than itself must make a DC 17 Willpower Save or be Shaken for the rest of the encounter (Save DC is Charisma based).  Anyone making the Save is immune to this Shadow Folks Frightful Presence for 24 hours.

Manifestation (Su): If the Shadow Folk is successful in using it's  Frightful Presence it can materialize, losing it's Incorporeal trait and attacking.  It may become Incorporeal again as a Free Action, but after it's Frightful Presence wears off (i.e. the encounter ends) it must frighten another to rematerialize.

Grab (Ex):The Shadow Folk can make a Grapple Check without provoking an Attack of Opportunity.  They Drain 1d3 points of Wisdom with a successful Grapple Check.  Opponents who are brought to 0 die, and become a Shadow Folk themselves in 1d6 rounds if they are Humanoids or Animals.

See in Darkness (Ex): Shadow Folk can see perfectly normally in either natural or magical Darkness.

Shadow Form (Ex): Shadow Folk are Invisible in dark or dimly lit areas, and have a +8 Racial Bonus in poorly lit areas.  They avoid brightly lit places for obvious reasons.  Shadow Folk are immune to poison, sleep effects, paralysis, stunning, disease, death effects, petrification, polymorph, nonlethal damage, ability/energy drain and Fatigue/Exhaustion Effects.

Combat: Shadow Folk leave most beings alone other than the Humanoid races. They seem attracted to murdering them, possibly because it allows them to make more Shadow Folk.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #287 on: August 27, 2010, 05:42:20 AM »
Civatateo updated.  Anyone remmeber what book or magazine has the Domains for the Aztec Gods?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #288 on: August 28, 2010, 04:04:19 AM »
Wooly Ettercap
                      Medium Aberration
Hit Dice:             6d8+12 (39 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +4/+7
Attack:               Bite +7 melee (1d8+3 plus poison)
Full Attack:          1 Bite +7 melee (1d8+3 plus poison), and 2 Claws +5 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Improved Grab
Special Qualities:    Low Light Vision
Saves:                Fort +6, Ref +3, Will +7
Abilities:            Str 17, Dex 13, Con 14, Int 6, Wis 15, Cha 8
Skills:               Climb +11, Hide +8, Listen +4, Spot +8, Survival +4
Feats:               Cold Endurance, Great Fortitude. Multiattack
Environment:          Cold Forest
Organization:         Solitary or Pair
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          7-8 HD (Medium), 9-16 HD (Large)
Level Adjustment:     ---

"Burt, for the last time the rumors 'bout giant spider people in the woods are just stories.  It's too cold here."

The Wooly Ettercaps are a bizarre offshoot of regular Ettercaps that have adapted to life in arctic forests.  Their origin is unknown as the species is rare, and no one has as yet found a nest of them (or for that matter seen more than two at the same time).   Woolies are still fond of spiders, but unless there are Snow Spiders in the area they have little in the way of luck finding any as companions.   They appear much like regular Ettercaps except they are covered in thick hairs that are colored to blend in with the snowy forests.
 
Poison (Ex): Injury, DC 15 Fortitude Save (Save DC is Con based), Initial and Secondary damage is 1d8 Strength.

Improved Grab (Ex): If the Wooly Ettercap successfully hits with it's Bite attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's bite damage each turn.

Skills: Wooly Ettercaps get a +4 Racial Bonus on Hide and Spot Checks, and a +8 Racial Bonus to Climb Checks.  They may always take 10 on a Climb Check.

Combat: Wooly Ettercaps tend to just hide until suitable prey comes by before ambushing it.  They usually bite and grapple, letting their poison do the work.  If there are multiple foes they bite one to poison him, and follow the group to attack again later slowly trying to weaken them.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #289 on: August 29, 2010, 01:49:55 AM »
Snow spiders?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #290 on: August 29, 2010, 02:46:08 AM »

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #291 on: August 29, 2010, 11:43:45 PM »
It's in the mail. (Seriously)

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #292 on: September 03, 2010, 04:00:11 AM »
http://i308.photobucket.com/albums/kk344/reikon_taberuhito/Creatures/parasites_2.jpg

                      Sting
                      Diminutive Aberration (Aquatic)
Hit Dice:             1/2d8+1 (3 hp)
Initiative:           +3
Speed:                Swim 10 ft. (2 squares)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +0/-17
Attack:               Sting +3 melee (1d3-5 plus Infection)
Full Attack:          Sting +3 melee (1d3-5 plus Infection)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Infection
Special Qualities:    Dark Vision 60', Fast Healing 1, Hibernation
Saves:                Fort +1, Ref +3, Will +5
Abilities:            Str 1, Dex 16, Con 12, Int 1, Wis 16, Cha 1
Skills:               Hide + 12, Listen +3, Spot +3, Swim +3
Feats:                Weapon Finesse
Environment:          Warm Aquatic
Organization:         Solitary, Pair, of Swarm (5-10)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---


"Fishing is not allowed this time of year sir, nor swimming.  The Lake is not safe this time of year."

Stings are horrifying green Aberrations that look something like a cross between a caterpillar and a scorpion with two tentacles up front.  Their sting infects victims with a biological agent that renders them into a soup easily digestible by the stings.  In other words it dissolves you from the inside out.

Infection (Ex): Opponents the Sting successfully attacks with it's Sting must make a DC 13 Fortitude Save or be infected with Slimy Doom (See DMG page 292).  Save DC is Con based with a +2 Racial Bonus.

Hibernation (Ex): Stings can survive a number of months instead of days without food before making Fortitude Saves for starvation.

Skills: Stings get a +8 Racial Bonus to Swim Checks and may always Take 10 on a Swim Check.

Combat: Stings generally sting once and flee waiting for their digestive enzymes to do their work.  They usually wait until prey has wondered far from shore to attack.

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #293 on: September 06, 2010, 05:26:43 AM »
are there official epilepsy rules?

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #294 on: September 06, 2010, 08:22:08 AM »
are there official epilepsy rules?
I'm pretty sure there aren't, so you get to make stuff up.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #295 on: September 06, 2010, 07:12:13 PM »
are there official epilepsy rules?
Why?

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #296 on: September 07, 2010, 01:09:12 AM »
Cause the Civatateo can cause epilepsy

bhu

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #297 on: September 20, 2010, 05:42:49 AM »
OK i made some stuff up for epilepsy.  If you guys like I can then CR the Civatateo.

Radmelon

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #298 on: September 21, 2010, 09:40:10 PM »
Looks fine.

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Re: Uncle Kitties Evil Bad Spookity Critters
« Reply #299 on: September 26, 2010, 05:55:30 AM »
Devilfish
                      Large Magical Beast (Aquatic)
Hit Dice:             8d10+24 (68 hp)
Initiative:           +4
Speed:                Swim 30 ft. (6 squares)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+17
Attack:               Envelop +12 Melee Touch (Grapple)
Full Attack:          Envelop +12 Melee Touch (Grapple)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Envelop
Special Qualities:    Low Light Vision, Blindsight 60'
Saves:                Fort +9, Ref +7, Will +4
Abilities:            Str 20, Dex 12, Con 16, Int 5, Wis 14, Cha 12
Skills:               Hide +0 (+8 in dimly lit waters), Listen +8, Spot +7, Swim +13
Feats:                Ability Focus (Envelop), Improved Initiative, Skill Focus (Hide)
Environment:          Warm Aquatic
Organization:         Solitary or Horde (12-60)
Challenge Rating:    6
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment:     ---

"We cannot dive in these waters.  They are haunted by Devilfish."

The harmless Manta Ray has long been the subject of myths, supposedly in league with Hell and drowning or suffocating divers.  These folk tales have been proven wrong, but there are some truths to them.  There is another species of giant ray in warm waters.  It is a huge, black, rubbery thing and explanations for it's origin vary heavily (and none of them have any backing evidence).  Unlike regular Rays it is a predator, and feeds on large prey.  Devilfish appear to be able to somewhat alter the consistency of their flesh, being as malleable as some octopi.  They silently stalk prey before pouncing, rapidly unfolding heir body like a large net and enveloping their prey.  Unable to eat prey due to only having vestigial teeth they simply drain he life from them.  This ability leads scholars to believe they may have been magically influenced instead of having evolved the trait naturally, but there are no records of them being uses as any sort of guard creature or Mages claiming responsibility for them.

Envelop (Su): The Devilfish does not provoke an Attack of Opportunity when making a Grapple attempt.  If it's opponent fails a DC 17 Willpower Save (Save DC is Charisma based), he gains 1 Negative Level in addition to regular Grapple Effects.

Skills: Devilfish get a +8 Racial Bonus to Swim Checks, and can always Take 10 n a Swim Check,  They can use the Rn Action while swimming in a straight line.  They get a +8 Racial Bonus to Hide Checks in dimly lit areas.

Combat: Devilfish typically hunt at dusk or night when their Blindsight lets them see victims who cannot see them.  They tend to go directly for the Grapple, but will leave if an opponent can consistently break it's grip.